JaggakiCreature 13
Source Pathfinder #147: Tomorrow Must Burn
Perception +22 (darkvision)
Languages Common, Jotun, Necril
Skills Acrobatics +19, Arcana +27, Athletics +25, Intimidation +23, Stealth +21
Str +6, Dex +2, Con +4, Int +5, Wis +3, Cha +4
AC 34; Fort +21; Reflex +21; Will +22; +1 status to all saves vs. vitality
HP 200 (void healing, rejuvenation)
Speed 35 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 20
Staff
+26 (+21, +16) to hit (two hand d8) 2d4+12 BludgeoningRock
+25 (+20, +15) to hit (brutal) 2d6+12 Bludgeoning+1 Status to All Saves vs. VitalityCatch Rock

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
Rejuvenation (arcane)When a lich is destroyed, its soul immediately transfers to its Soul Cage. A lich can be permanently destroyed only if its soul cage is found and destroyed.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Bones of Stone
(arcane, earth)Requirements The target is standing on or adjacent to a stone surface.
Frequency once per round
Effect Jaggaki calls upon unquiet spirits within the land, causing a giant skeletal arm made of jagged stone to reach out of a stone surface adjacent to a creature within 60 feet. Jaggaki makes a hand Strike against the target via this stone arm rather than using his own hand. If the Strike hits, it deals 4d6 bludgeoning damage.
Drain Soul Cage
Frequency once per day
Effect Jaggaki taps into his Soul Cage's power to cast any arcane spell up to the highest level he can cast, even if the spell being cast is not one of the lich's prepared spells.
Jaggaki's soul cage doesn't need to be present for him to use this ability.
Paralyzing Touch (arcane, curse, incapacitation)A creature damaged by the Jaggaki's hand Strike must succeed at a DC 29 fortitude save.
The creature becomes Paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls Prone, and seems dead. A DC 25 medicine check reveals the victim is alive.
Steady SpellcastingIf another creature's reaction would disrupt Jaggaki's spellcasting action, Jaggaki attempts a DC 15 flat check. If he succeeds, his action isn't disrupted.
Arcane Prepared Spells (DC 34, +26 to hit)
Cantrips (7th Level): Acid Splash, Detect Magic, Mage Hand, Ray of Frost, Read Aura, Shield
1st Level: Grim Tendrils, Magic Missile, Ray of Enfeeblement
2nd Level: Dispel Magic, Mirror Image, Telekinetic Maneuver
3rd Level: Blindness, Fireball, Lightning Bolt, Paralyze, Slow
4th Level: Fly, Phantasmal Killer
5th Level: Black Tentacles, Cloudkill, Cone of Cold
6th Level: Chain Lightning, Flesh to Stone
7th Level: Eclipse Burst
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.